avain
(key)
It stops working while it loads XML! Help!![]()
You did everything according to the installation instructions?
What is the exact error message?
It stops working while it loads XML! Help!![]()
You did everything according to the installation instructions?
What is the exact error message?

if you can give me an example unit i will look at it (but perhaps i havn´t time for this the next 7 days - atm i´m running low on free time), if i see an easy way i will say you what you can do (a quick and dirty way should be to rename the damage smoke node in the nif - but than there should be no smoke - even if the unit is damaged)
dl the turan (Snafusmith) and looked at the files. The "Problem" is that the smoke effect is attached but there is no trigger in the animation files. The unit has damage stats.
If you open the nif in nifscope you will see a node called ATTACHABLE_DAMAGE_SMOKE with a child NiVisController. This controls the visibilitiy of the object. in vanilla units the NiBoolInterpolator is set in the animation files.
some solutions ideas (no in game test):
1.)
the easiest solution would be to remove the entire ATTACHABLE_DAMAGE_SMOKE branch (also remove the entry from attachables)
2.)
exchange the effekt in the attachable node
ATTACH:ATTACHABLE_DAMAGE_SMOKE:ATTACHABLE_TANK_DAMAGE_SMOKE
ATTACHABLE_TANK_DAMAGE_SMOKE is the xml code for the effect, you can exchange it with something more fitting
3.)
rescale the ATTACHABLE_DAMAGE_SMOKE node (you can also resize the effect dummies), will not remove the effect but make him less dominating
4.)
set NiBoolInterpolator to no (not sure if this really works, it depends if the informations in the NiBoolData are used or not - could be that you must also there the booleans values)
if it doesn´t work like i think or you have problems (with this solution or a different unit) please report

the smoke is attached to the model, the attached effects are not activated by the text keys in the kf files (like weapon effects, foot steps, etc), the are activated directly in the nif. In most cases the visibilitiy of the nodes is controlled in the animation files (kf).
In the nif there is a node called Attachables, in this node the informations for the attached effects are stored in the following structur:
ATTACH:Which_Node_in_the_nif:Intern_Effect_Name
eg:
ATTACH:ATTACHABLE_DAMAGE_SMOKE:ATTACHABLE_TANK_DAM AGE_SMOKE
the node says where to apply the effect in the nif, in this case ATTACHABLE_DAMAGE_SMOKE
in the effects.xml (or something similar - the name is relativ clear) all effects are listed with their intern name (txt key). In this case ATTACHABLE_TANK_DAM AGE_SMOKE
Now you could exchange the damge smoke with a more appropriate effect (iirc there is also white smoke, which could be on the right position and scale in the nif have a good effect [it could look like exhaust])
it would be also possible to only activate the effect in a certain animation, eg run, but in this case you must edit the kf files - add the visibilitiy controller for the effect node
My only beef with that mod is that's werid to see Medieval Knights and 18th - early 19th century musket infantry fighting together (English and German units sets, especially English, with the Knight and the Redcoat being coexistent side-by-side).
In standard BTS the musketman model is modelled on the 16-17th century musketmen, which makes their coexistence with Knights slightly less jarring.
Then again, maybe the failure is in Civ lack of detalization here - ideally, we'd need at least another foot gunpowder unit class after Musketman, but before Rifleman. And we'd need an early Cannon, too - I've always throught it werid that after you discover Gunpowder, your siege units are still Catapults and Trebuchets.
Well, theoretically, it's possible to make Renaissance Knights look different from Medieval Knights or something like that, the same way Settlers and Workers change their looks with era advancements. It, probably, may be slightly confusing, but then, if you are easily confused, you wouldn't use Varietas Delectat anyway.
That sucks.
Maybe then, you can use the standard BTS musketman mode for Musketmen (keeping those models that don't look 18 - early 19th century-ish as they are, of course), and have Ethincally Diverse Muskets from 18 - early 19th centuries represent the Renaissanse Riflemen?
But of course you are free to modify the sets to your liking, it's as easy as deleting some lines in the XML files for England and Germany.